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A Tavern Legends Production

Equipment Quality and Durability


Jacob Jambor
Mundane gear in the basic rules for Fifth Edition dungeons and dragons seems to have
an unnaturally long life; the chainmail you started with at level 1 could very well be the same
armor you wear up until high level gameplay despite encounters with well-equipped orcs,
dragons, giants, and other threats. The idea behind the supplement would be twofold: not all
items are created of the same quality and not all items can withstand the test of time.
The aim is to make mundane, non-magical items take on a personality that can influence
the flow of battle or social situations. To achieve this goal, I decided to create a system that will
reward players for taking the time to find or commission high quality gear and make the quality
of equipment stand out in battle but provide a negative effect for items that have been
neglected. A ragged group of bandits or goblins may have noticeably inferior weapons which
break in battle, while the elite guards may have beautiful armor that seems to weaken the most
lethal of blows. A masterwork item could catch the eye of an influential lord and encourage him
to treat a character with respect, but the inferior item will make him think they are not worth
his time.
Quality of items is broken in to 5 parts: Pathetic, Inferior, Standard, Fine, Masterwork.
Each status has its own effect and some possible traits are provided to help kickstart ideas for
flavor and descriptions of a given item. The higher quality items are typically only available to a
well-renown crafter with adequate experience and tools.
Quality
Item Status Description Traits Effects
Feeble This item is Noticeably poor quality; a Weapons: Reroll a max damage dice from an
ragged and sword could be crooked, attack. Keep the new result even if it is the
ugly. It is most cracked and dull with a same.
likely to break loose hilt and armor may Armor: Enemies can reroll a 1 on damage dice
when it is most have missing pieces, be from an attack. Keep the new result even if it is
needed. riddled with rust, and the same.
provide patchwork Tools: -1 to relevant skill checks.
protection. Disadvantage for social interactions that may
be influenced by wealth.
Fragile*

Value = base value x 0.40


Ex: Feeble Plate armor would be worth 600 GP

Inferior This item is of Has a few flaws but not Disadvantage for social interactions that may
lesser quality or anything too terrible. A be influenced by wealth.
has seen sword could have a chip in Weak*
considerable the blade or show rust,
use with poor armor may have a missing Value = base value x 0.75
Ex: Inferior Plate armor would be worth 1,125 GP
upkeep. strap or be loose in a few
areas.
Standard The typical item Average item. It will do its The default setting for equipment found in the
you could find job but won’t draw much players handbook.
in a shop; attention. Perhaps it will
unremarkable show signs of age, but the Value = base value x 1
but reliable. effects are purely cosmetic. Ex: Standard Plate armor would be worth 1,500 GP

Fine A step above – Well-crafted, this item will Advantage for social interactions that may be
this item has have good balance, a sharp influenced by wealth.
been well edge, or show its high Sturdy*
crafted and quality in some way. Rarely
seems quite show signs of age and may Value = base value x 2
Ex: Plate armor would be worth 3,000 GP or as much as a
sturdy. include decorations
Rare magic item

Masterwork A masterpiece A true masterpiece for the Weapons: Reroll a 1 on damage dice from an
in itself; this type, this item is nearly attack. Keep the new result even if it is the
item is a marvel perfect and will often have same.
to behold and beautiful ornamentation to Armor: Enemies must reroll a max damage die
exudes wealth show its exquisite quality. A from an attack. Keep the new result even if it is
and nobility. beautiful longsword that the same.
shimmers in the light, Tools: +1 to relevant skill checks.
adorned with a golden, Advantage for social interactions that may be
jewel studded hilt. An influenced by wealth.
Ebony harp with golden Enduring*
strings.
Value = base value x 5
Ex: Plate armor would be worth 7,500 GP or as much as a
low tier Very Rare magic item
Rerolling damage dice: In the case of a masterwork
weapon, the weapon will allow you to reroll any
damage dice that show up as a one. For example, a Alternatives
maul that rolls two 1s on damage will allow you to
reroll both dice one time, keeping the new result If you don’t like the idea of a
flat bonus for tools or
even if the die shows 1 again. If you are using a
modifying damage for
pathetic weapon and roll max damage on a die,
equipment, another choice
then you must reroll it and keep the new result. could be to use a minor
Using the maul again, if you rolled two 6s on the property found in the
dice, then you would reroll both and keep the new Dungeon Master’s Guide,
result. A 6 and a 5 would only reroll one die, the 6. under Treasure (Special
Or, another example is a great axe that rolled a 12 Features). I hesitated to add
would be forced to reroll and keep the new result, this as a standard property
even if the result is another 12. These affects apply because most of the effects
to critical hits as well. are magical in nature, but
some would fit perfectly in to
Armor has the reverse effect; if you have the masterwork quality.
masterwork armor and an enemy hit you for max Examples of this would be
damage, they would be forced to reroll the dice Elven gear weighing half as
that show up as max damage. An enemy that scores much or Celestial gear
a critical hit and got two 12’s on their great axe causing fiends to find its
damage dice would be forced to reroll the dice one presence repulsive.
more time and keep the new results for the critical
hit.
Special Note: Great weapon master fighting style would combine with masterwork items, so
that after you have rolled for that feature you would still be able to add the masterwork effect
on. For example, if you were to use a great axe and rolled a 1, then rolled another 1 after the
fighting style, you could then rely on masterwork to try one additional time but must keep the
new result. However, if you roll a two on the second roll, masterwork will have no effect as it
only applies to rolling a one.
The Half Orc trait, Savage Attacks, would also stack with this feature. The additional die rolled
from a critical hit would be affected by Masterwork or Inferior quality items.
Relevant skill checks: a Masterwork instrument grants +1 performance when used, Masterwork
thieves' tools grant +1 to pick a lock, Inferior blacksmith tools grant -1 when crafting, an Inferior
spyglass grants -1 perception when observing far off locations. Generally, the tool you pick will
determine the relevant skills. This is subject to DM discretion and should be discussed in
advance so that both DM and player understand which situations their item will impact.
Examples of social interactions: Convincing a guard you are worthy heroes, deceiving an
individual that you are part of an elite force here to take their head, performing a ballad for the
noble court to gain favor. These are subject to DM discretion and are open to creative
interpretations.
*Refer to durability for more information

Crafting
The creation of an item will be impacted by the skill check involved when making it.
Higher tiers can only be achieved when someone is proficient with crafting tools for the
specified item. If the crafter does not get a desirable result, they can attempt to redo the check
but are assumed to only get a partial recovery of the materials before doing so. In situations
where a material is rare or expensive, it becomes a decision to keep an inferior quality or go
back out to gather materials. **(Refer to condition for more information)

Tier DC
Masterwork 30
Fine 22
Standard 15
Inferior 10
Pathetic 7
Partial Recovery of materials 4
Total Loss of materials -

Other factors can further impact the check needed to pull off a successful crafting check.
Beneficial effects have a diminishing return, while negative ones can have a large impact. Below
are some examples, but this list is far from being everything that may alter a skill check. It is
recommended that the dungeon master adjust to fit the situation. Note that with these factors,
the chance of making a masterwork can improve dramatically.

Suggested Factors Effect on Skill


Unusual or unfamiliar materials -4
Mastered a material +2
Exposed to the elements while working and consistent bad weather -2
Low quality forge and anvil -4
Exceptional workshop +2
Schematics for an item are present +2
No idea how to craft the desired item -4
Skilled helper/Many Skilled helpers +1/+2
A craftsman who is unfamiliar with a material, doesn’t know how to make it in the first
place, and is working with subpar equipment will have a difficult time crafting the desired item,
let alone a masterwork piece. The cumulative impact of these would result in a -12 to any check
they make, meaning that unless they are exceptionally skilled or naturally talented they will end
up with a best result being an 8, just enough to make a pathetic specimen. An example of this
situation would be when a rural village blacksmith is given adamantium to craft a battle-axe
without any blueprints.
By contrast, the smith in her wondrous workshop is familiar with all manners of material
and excels at adamantium crafting with several talented helpers on hand. She may even have
some schematics, blueprint or previous works to reference in the creation of a new item. The
cumulative effect would be a +8 for the same attempt to craft, meaning that unless she lacks
the necessary tools, she will at least succeed in creating an inferior quality item. (+2 prof +2 str
+8 effects +1 on die = 11 to craft)
When crafting an item, the quality is independent of the condition. To determine the
condition, there are 2 approaches:
1. Assume the item is Fair with no check
2. Roll for the result. Use the repair table and add +5 bonus to whatever is rolled,
representing the fact that the item is brand new. Do not count the “Same
craftsmen” bonus.
There is one exception; Masterwork items are in Good condition at a minimum. A check
the results in lower is automatically counted as Good. However, this exception does not count
when repairing a Masterwork item.

Durability
Normally adventurers will take care of their equipment needs with no real consequence,
but sometimes they must undergo harrowing conditions which can put considerable stress on
their possessions. Charging into the heart of a volcano would likely burn robes and leather,
while a long sea voyage could wreak havoc on metal armor from the salt water encouraging
rust to form. In these situations, it is better to do these checks as a cumulative effect based on
time rather than doing it every turn. Examples of this could be for every hour spent in the
volcano or every day spent at sea.
There are stages of damage to items and each stage has its properties. The quality of the
item will further influence how likely it is to take damage and how much damage it can take
before breaking.
Condition
Item Status Description Value Properties

Pristine That “new car smell.” An 90% of base value 10% chance of degrading (moving down).
item will rarely see this when selling. Must be handled by a talented worker to
state ever again unless it achieve this tier. High skills checks will craft or
is left in the hands of a 125% of base value repair to this state.
talented craftsman. when buying.

Good This item has been well 75% sell / 110% 15% chance of degrading
maintained, even if it has buy Must be handled by a proficient worker to
seen considerable use. achieve this tier. Medium to High skills checks
will craft or repair to this state.
Fair The standard level of 50% sell / 100% 20% chance of degrading
equipment. Maintenance buy Must be handled by a proficient worker to
is just enough to prevent achieve this tier. Low to Medium skills checks
detrimental effects from will craft or repair to this state.
setting in.
Damaged The item has been 25% sell / 90% buy 25% chance of degrading
affected by use. Signs of Once at this stage, anyone who has basic
damage will become knowledge of maintenance can perform light
visible; a chip on the repairs on the item.
blade, a frayed bow
string, a crack in the
shield, etc.
Impaired The damage to the item 10% sell / 75% buy 30% chance of degrading
has become Once at this stage, basic repairs cannot
cumbersome. It is in an improve the item condition. Tools and time
obvious state of disrepair are required to bring it back from this state.
and looms dangerously
close to breaking.
Broken The cumulative damage Worth scraps 0% chance of doing anything
to the item has caused it
to fail. It can no longer be
used until a craftsman
has taken the time to
rebuild the item.

Degrading: Also known as moving down the condition list. While using an item and the result of
a die roll is a natural 1 or a total of 1, then the item is subjected to a chance of degrading. Roll
percentile dice. If this result is above the threshold for degrading, then the item is unaffected. If
its below, the item will shift down the chart one condition; from Pristine to Good, or Damaged
to Impaired. Armor behaves opposite of this; if the enemy rolls a natural 20 or a critical hit by
other means (Champion architype feature allows 19-20 for example), then the armor is
subjected to a chance of degrading. Percentile rules follow as normal.
The threshold for the shift is based on quality and current condition. If there is a 10%
chance of degrading, a roll of 10 or lower will cause it to degrade by one tier. A 25% chance
would do so if you roll a 25 or lower.
Quality Matters: The quality of the item will determine how much damage it can take before it
ultimately becomes useless and requires a skilled worker to sit down and spend time repairing
the item. These tiers could also work as enchantments or magical effects. In these instances, it
is important to emphasize the thematic reasoning: A shield could be enchanted by a wizard to
be sturdy, glowing with arcane runes and providing an unusual amount of protection. The
dragon’s breath is searing hot and does a tremendous amount of fire damage to a rouge
wearing leather armor, making her armor burnt and weak.
Fragile: 15% more chance of taking damage
Weak: 5% more chance of taking damage
Sturdy: 5% less chance of taking damage
Enduring: 10% less chance of taking damage, minimum of 1% chance. Item can also ignore
being reduced by one tier. This effect will not take place again until the item is repaired during a
long rest, making it a (near) once per day ability.
If we take a few of the qualities and match them with conditions, these are some of the
examples:
Masterwork longsword in Good condition = 5% chance of degrading, but it will ignore
the first time it is degraded to a lower condition (assuming this ability has not already been
used).
Pathetic spear in Fair condition = 35% chance of degrading
Standard hand axe in Fair condition = 20% chance of degrading
Inferior longbow in Pristine condition = 15% chance of degrading
Masterwork longsword in Pristine condition = 1% chance of degrading, but it will ignore
the first time it is degraded to a lower condition (assuming this ability has not already been
used). Masterwork items are truly exceptional if they are found in a pristine state and could
possibly never degrade if an individual is lucky enough.

Repairing
To bring an item back from a lower condition tier involves sitting down and spending
time actively trying to repair the item. The condition of the item provides some insight into the
intensity needed for repairs. The success of the repairs can be impacted by many factors,
similar to crafting but with some notable differences.
Tier to Repair to DC
Pristine 25
Good 18
Fair 12
Damaged 8
Item quality is reduced by one level permanently 5
Item quality is reduced by two levels permanently -
Suggested Factors Effect on Skill
Unusual or unfamiliar materials -4
Mastered a material +2
Exposed to the elements while working and consistent bad weather -2
Low quality equipment and workspace -4
Exceptional workshop +2
Schematics for an item are present +2
No idea how to repair the desired item -4
Skilled helper/Many skilled helpers +1/+2
Same craftsman who made it +5

Let’s use the adamantium battle-axe again; if the rural village blacksmith were to
attempt repairs, he could be looking at -12 penalty to the check because he never sees the
material, he may have low quality equipment, and doesn’t know how to repair it in the first
place. If he’s also stuck working on his outdoor forge in freezing temperatures, this could drop
down to a -14. Suddenly, entrusting your Masterwork item to this man is not a good idea;
unless he has some skill, the item will almost surely suffer a drop off in quality.
If we visit the wonderous workshop instead, especially if the smithies there were the
ones who created the item and have many talented craftsmen, then the bonuses could add up
to a +13, ensuring that the masterwork item will never leave the shop below a Fair condition
with a reasonable chance of leaving in a Pristine condition.

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